Arguably the biggest patch to date for Fallen Enchantress: Legendary Heroes is now available for opt-in beta testing. Frogboy has made huge improvement to many areas of the AI, Commanders get new class-specific items, rival sovereigns are a lot chattier, and balance has gotten a hard look across the board.
Patch notes can be found here: https://forums.elementalgame.com/455808/page/1/
LH 1.7, like all of Stardock's patches, will be free for everyone who has purchased the game.
Steam should automatically download the update.
Note that saved games from previous patches will probably work with the 1.7 beta, but will be missing many of the balance changes. Start a new game to check out LH 1.7 the way it's meant to be played.
Please report any bugs or other issues you encounter to the LH Support forum so that we can make the 1.7 release the best it can be.
Thanks as always for your support, and happy conquering!
Love the city upgrade discussion. I'll definitely point out that thread to Derek if he hasn't seen it already.
On champ XP sharing -- the problem with having everyone get full XP is that with how limited (easy) XP for heroes is, it becomes the obvious and overbearingly powerful strat to always stack your champs up to maximize the (easy) XP you can farm off of quests/lairs/wildlands. And on a thematic level, LH is more about having heroes lead armies rather than D&D-style bands of adventurers roaming the landscape.
One note on assassins -- Tarth assassins are crazy powerful. The -20 accuracy for Double Strike happens before the final accuracy is capped at 97%, so you can have brutal 97% double strikes all the time. It's awesome. I absolutely rolled a game with General Tarth as an assassin. Also Break is crazy stupid good, to the point that it overshadows pretty much everything else in the tree.
I agree that the XP split should be done away with in general and remove the xp nerf from fighting AI armies. The problem comes from the fact that once the easy xp is gone from your area, assuming the AI is also clearing their areas, there is nowhere to get xp from. I know that the wildlands are left to clear, but once again if the AI is clearing like it should be those will be gone too leaving just the AI armies. This is the problem from the Human to AI army battles that got a nerf a long time ago. By removing the nerf it would eliminate the xp hole that occurs once you have cleared the areas you can initially. From here you could then tone down the xp increase overall, my guess would be from .45 multiplier to about .2.
The Bound Brother Quest - From reading the commentary, it would appear that I am suppose to receive a Warg as a mount as reward, but I do not receive one. In addition, the Warg I defeated was VERY easy to beat. Recommend uping the difficulty of this encounter.
This is from the Paladin mod. I think you have an old version, update and this should be fixed.
Currently heroes become too weak by endgame, especially if not a commander or mage. The way things are done encourages folks to not use multiple heroes period, which I feel is even worse than the hero stack of doom.
One idea: heroes get XP for leading units (commanders would get XP for being in towns). Lvl 1 heroes get 1 xp per turn until lvl 2.
This might encourage the use of multiple hero-led armies.
I have no problem with low-level hero stacks of doom, high level stacks of mages is where the problem is.
I'm running 0.92
Currently heroes become too weak by endgame, especially if not a commander or mage. The way things are done encourages folks to not use multiple heroes period, which I feel is even worse than the hero stack of doom. One idea: heroes get XP for leading units (commanders would get XP for being in towns). Lvl 1 heroes get 1 xp per turn until lvl 2.This might encourage the use of multiple hero-led armies. I have no problem with low-level hero stacks of doom, high level stacks of mages is where the problem is.
I don't get it.
Ericridge the Magnificent is lvl 23. Commander
Gaylen the Grey is lvl 14. Commander
Recently recruited Joffery is lvl 3 He joined me like 20 turns ago and is a warrior.
Flurin recently joined as well and so she is lvl 9. Assassin.
Bacco the Beggar is lvl 11. Warrior.
Arcturus is lvl 17. A mage.
Adant Cerris is lvl 16. A defender.
Inslow is lvl 13. A commander.
Araine is lvl 7. A Mage. She just recently joined as well.
Its now season 428.
In general from what I has seen its all dependant on what you get in drops.
Heroes in classes that is dependent on drops to do their jobs of murdering stuff tend to fall behind the classes that don't.
Commanders and Mages don't care what drops and becomes a melee monster if they get a pyrebrand.
Assassins, Warriors, and Defenders need epic drops to become real epic.
One combo I had tried out with bacco once.. I was lucky enough to get a Doom Hammer and accessory drop that confers Maul ability on hero.
Doom hammer's +10% boost in damage for each successful attack combined with maul meant anything he hits is dead meat IT was so freakin awesome but I only got that combo once lol.
And then the experience heroes gain is very dependent on the size of maps.
To see how hard a latecomer can bloom despite having several other high lvl heroes.
https://forums.elementalgame.com/451257/page/1/
Personally I think the current maps in FE:LH isn't big enough but is just good enough to give you a taste.
But honestly most of the times I treat all my heroes like a mage/commander and never put them right there into the frontlines unless they don't have spells like Bacco. Then I start to push them to the frontlines otherwise they will be busy casting spells and plugging the gaps to ensure battle moves smoothly. Because in general, heroes is just one person while a troop can be up to six person and is safer from sudden death attacks unless you get careless/unlucky. And plus, most of the times heroes is busy spamming first aid everytime it comes off cd
I've been making a lot of bug fixes to .92, maybe should change the version number. Try downloading again.
I do tend not to play giant maps, as the point of steamrolling occurs too early, leading to a long grind of KOing dead empires, which isn't fun.
That might explain why I see things the way I do.
Yes. This was an issue long and heatedly discussed during the FE beta process. When the beta first came out, the XP split was not in, and piling champions in a simgle army was by far and away the most powerful tactic to succeed. It was not fun, because building troops was pointless.
True, but groups of units weren't as strong as they are in LH. The champ rush loses its effectiveness now after the early game.
Also the solution to me was something that made the game less fun, and brought its own set of problems.
I'm in season 163 and no one has declared war on each other as of yet. This is on a huge map, 8 AI set to hard. I'm still seeing what looks like AI bias though... There have been two monster groups within an outpost area of one AI and both groups ignore the outpost and pioneers that go through the area, but if I move within sight of them they move toward me. I've also had another monster group destroy my outpost as soon as it could. What's up with this if there is really no code bias? I'd really like to understand how this works. Thanks.
Yup I notice the same thing too.
Its just insane. I could send in stuff and they ignore me or attempt to make me their dinner.
But an outpost or anything with monster den will inevitably have monsters attempting to raze it. But I watch outposts get razed by monsters very rarely now at least. If I notice a outpost that somehow stay unpillaged despite being surrounded by three monsters and four patrolling monsters. I send a random unit of mine over to them then the outpost will get razed by accident while they're attempting to kill my unit. I have done this to get damn outposts which stayed unrazed for 100+ turns while mine gets razed every 10 turns.
Which makes me suspect that AI's outposts is somehow invisble barriers to the monsters unless they're chasing a unit of mine. >.>
Or more worse, an empire city with ogre nest in it's walls with an ogre army still live
And what's more, that nest is now worked by the city and that city is producing ogres despite the bone ogre army still alive and sitting on the nest.
It was so.. lame that I just restarted right there on the spot.
And Frogboy wonders why monster/AI alliance rumors still persist lol.
Oh yeah when I was trying to capture that empire city.. the bone ogre army moved out of the city and attempted to murder me despite the fact that the city is only defended by militia.
I suck at making quotes work, but in regards to the XP split issue, could no XP split be made part of the Adventurer sovereign trait, to increase the value of that pick? Or the sliding scale where 2 heroes suffer no split, but 3 or more suffer mightily (esp if Adventurer profession sov is not in party)?
Agree that city levels need reworking and second the idea of some more rare picks for each city level. Perhaps certain (Commander?) heroes bring unique city level-ups or special buildings to the city of your choice.
Or branching building trees: you can pick your cool level 3 Strike Garrison but you miss out on the neat level 4 Roving Patrols building that spawns 5 Knights of Asok camps that freely swear fealty to you. Your level 4 will be Heavy War Horse Stables that give your mounted troops the Charge perk free.
3rd level Watchtower will get you the Level 4 Roving Patrols, Level 5 would allow you to upgrade all of your outposts with high towers and caltrops for free.
If you choose Infirmary at 3, you get Knights Hospitaller at Level 4, heavily armored swordsman that can cast Wellspring once per combat and at Level 5 your troops all gain tactical regeneration (+3/round).
Etc.
Glad to hear it's not just me then. I was starting to wonder if I were cursed or the AI just doesn't like the way I look!
I've noticed this too, as well as the Expansionist AI uber-pioneer issue.
The problem I have is that because there is limited (easy) XP for heroes, without sharing, there is rarely enough XP available for more than 2 heroes. I have tried not clearing lairs so they keep spawning, and this works to an extent, but eventually other factions come through and clear them. To me, the problem is not the champion XP split, but the lack of xp available later in the game.
I think a fix would be re-spawning of monster lairs randomly in non Player/AI owned areas. Or even better, once you clear them once (meaning go in for treasure) they don't go away, they go on a timer to re-spawn a layer of something stronger. And rinse, repeat, up to a (x) number of times where x could be set in game settings.
The simple fix would be to reduce the penalty to trained armies and champions give to fighting one another. Right now if I remember correctly when two armies fight they only give 1/10 th the xp they normally should. My suggestion is reduce the penalty to maybe 1/2 thereby increasing the total xp available at the mid to later stages of the game.
There are many great features available to you once you register, including:
Sign in or Create Account